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JakFrost's Snowblind Demo 2
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Date Recorded: 1999-08-13 02:06 UTC
Game Name: Starsiege Tribes
Game Version: 1.8
Demo Time: 4 minutes
Mission Type: Capture The Flag
Mission Name: Snowblind

Player Name: JakFrost
Email: jakfrost(at)planetstarsiege(dot)com
Website: http://www.planetstarsiege.com/tactical/

Displayed Tactics:

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Description
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Well, this is just a little demo that I decided to record after my
tribe had some problems with this map.  This demo shows how to quickly
put the enemy tower out of commission in 45 seconds without any danger
and without even getting close to it.  The location that I use to
destroy the tower is in a fairly remote place and also not very far
off the attack route that your offense takes to the enemy base.  It
would be a good idea to let your offense know about this location and
to let them fire two discs into the enemy tower in order to take it
down during each of their attack runs.  This would seriously hamper
the enemy ability to keep the tower repaired and it would require the
most insignificant loss of time on your part since the location is so
close to the attack routes.  Not to mention, if done repeatedly this
would annoy your enemy unbelievably.

I also demonstrate two very nice disc jumps in this demo.  One from
the base to the friendly tower which cuts the travel time down
considerably.  The other is from a remote location back to the
friendly tower to re-equip.  In this disc jump I achieve the Super
White effect where there is nothing visible on the screen except for
snow due to my extreme altitude, and actually live to tell about it.

Also, I demonstrate how to do completely obliterate the enemy tower
with the use of a heavy with an energy pack.  This part of the demo
demonstrates the proper usage of mortars and their bouncing properties
to lay them on top of the railings around the tower.  The reason for
aiming the mortars so that they explode while on the railings is
because in that position they do much more damage to the two motion
turrets than if they exploded below the turrets on the walkway.  The
trick to bouncing the mortars correctly to take out the first motion
turret is to stand in the correct position on top of the mountain,
align your aiming reticle so that it is vertically aligned with the
turret and then proceed to shoot the mortars at the lower railing and
letting them bounce to the upper railing and explode there.

Also, if you stand in the correct position on top of the tower itself
you can shoot at the plasma turret without it shooting back at you.
If you don't miss any shots, the 10-mortars that you are allowed to
carry will be just enough to take out both motion turrets and the
plasma turret on the tower, but that's under ideal situations without
any enemy annoyances.  If the enemy interferes and you miss a few
shots, get ready to whip out the plasma to finish off the turrets.

Also, when you destroy the tower, make sure to leave mines on each
side of the walkway on the tower.  You don't want to place the mines
right next to each other on the front of the tower since only a single
person would be injured.  Lay the mines in the same fashion as I did
in the demo and you're sure to harm more than one person.

One last thing that I show from this demo is an alternative jump point
from the top of the tall mountain into the base.  The primary jump
point that most people use is the bowl shaped valley right below the
mountain.  However, it is possible to make a successful jump into the
base from the alternative position that I demonstrate here.  This jump
requires you to jump down the mountain on the left slope and then use
the brown mountain ramp to give you the upward motion that you desire.
It is possible with this jump to end up inside the enemy base, right
next to the flag.  This would allow you to skip all of the mortars
from the heavies outside.
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